/Engine/Source/Runtime/Engine/Classes/Engine/EngineTypes.h
Container for Animation Update Rate parameters. They are shared for all components of an Actor, so they can be updated in sync.
struct FAnimUpdateRateParameters
float
AdditionalTime
Total time of the last series of skipped updates
int32
BaseNonRenderedUpdateRate
Rate of animation evaluation when non rendered (off screen and dedicated servers).
TArray< float >
BaseVisibleDistanceFactorThesholds
Array of MaxDistanceFactor to use for AnimUpdateRate when mesh is visible (rendered).
uint8:  1
bInterpolateSkippedFrames
When skipping a frame, should it be interpolated or frozen?
uint8:  1
bShouldUseLodMap
Whether or not to use the defined LOD/Frameskip map instead of separate distance factor thresholds
uint8:  1
bShouldUseMinLod
If set, LOD/Frameskip map will be queried with mesh's MinLodModel instead of current LOD (PredictedLODLevel)
uint8:  1
bSkipEvaluation
(This frame) animation evaluation should be skipped.
uint8:  1
bSkipUpdate
(This frame) animation update should be skipped.
int32
EvaluationRate
How often animation will be evaluated.
TMap< int32, in...
LODToFrameSkipMap
Map of LOD levels to frame skip amounts.
int32
MaxEvalRateForInterpolation
Max Evaluation Rate allowed for interpolation to be enabled.
EOptimizeMode
OptimizeMode
Cache which Update Rate Optimization mode we are using
EUpdateRateShif...
ShiftBucket
The bucket to use when deciding which counter to use to calculate shift values
int32
SkippedEvalFrames
Number of evaluate frames that have been skipped in a row
int32
SkippedUpdateFrames
Number of update frames that have been skipped in a row
float
ThisTickDelta
The delta time of the last tick
float
TickedPoseOffestTime
Track time we have lost via skipping
int32
UpdateRate
How often animation will be updated/ticked. 1 = every frame, 2 = every 2 frames, etc.